Natural Selection 2

Natural Selection 2 (NS2) is a multiplayer computer game mixing first-person shooter and real-time strategy gameplay. It is set in a science fiction universe a few years after the original Natural Selection.

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Support summary
Support
Method
HUD
Widescreen:
Hor+
  • Native
  • Proper
Ultra/Super-Wide:
Hor+
Multi-Monitor:
Hor+
  • Native
  • Hindrance
4k UltraHD:
 
Rendered Cut-Scene:
  • N/A
FMV Cut-Scene:
  • N/A
Game information
Game status:
In Development, Released
Release Date:
Tuesday, 31 July, 2012

Tested Version: 
Build 245

Play styles: 
Setting: 
Genre: 
,


Store Links: 
Comparison Screenshots
  • 4:3 Screenshot
    Natural Selection 2
  • 16:10 Screenshot
    Natural Selection 2
  • 16:9 Screenshot
    Natural Selection 2
  • Super-Wide (32:9) Screenshot
    Natural Selection 2
  • Eyefinity / Surround Screenshot
    Natural Selection 2
Solutions & Issues
Baseline (Widescreen) Solution & Issues



Ultra/Super-Wide (21:9/32:9) Specific Solution & Issues



Eyefinity / Surround Specific Solution & Issues

The fix down below is not valid any more. The game will block you from any normal servers for having adapted gamefiles. Only servers that will allow this certain fix will benefit from it. Since practically none do, you're basically out of options.

The fov slider (which is unnumbered) will allow you to change the basic horizontal FoV for a marine from 90 to 110 degrees. (FOV changes for every other class), there is currently no viable fix for a higher FOV and centralizing the HUD. The multimonitor screenshots below are thus not representable for the current Build

The fix below is posted for reference.

For a HUD fix for multi monitors, visit Skinz's post on the Unknown Worlds Forums.

In order to have a proper field-of-view when using multiple monitors you must edit one of the game's files.

File to edit:
\Steam\steamapps\common\natural selection 2\ns2\lua\Client.lua

Function to modify:

function GetScreenAdjustedFov(horizontalFov, standardAspect)

local actualAspect = Client.GetScreenWidth() / Client.GetScreenHeight()

local verticalFov = 2.0 * math.atan(math.tan(horizontalFov * 0.5) / standardAspect)
horizontalFov = 2.0 * math.atan(math.tan(verticalFov * 0.5) * actualAspect)

return horizontalFov

end

Change it to look like this (two lines need removed and one needs added):

function GetScreenAdjustedFov(horizontalFov, standardAspect)

local actualAspect = Client.GetScreenWidth() / Client.GetScreenHeight()

horizontalFov = 2.0 * math.atan( (actualAspect / (4.0 / 3.0)) * math.tan(horizontalFov / 2.0))

return horizontalFov

end

After editing this the main menu will still using a horizontal field-of-view but the gameplay itself will be correct.




4k UHD Specific Solution & Issues
Expand all screenshots and resolution details
Expand all screenshots and resolution details

Submitted by thales100 on 16 September, 2011 - 11:59
Updated by skipclarke on 24 March, 2022 - 16:34